Chaosmancer
Legend
(10 pages behind, what the heck. Chunking a lot, since otherwise this is going to be unreasonably long)
Right, but I'm also wondering how much the unreasonable player is a bit of a red herring.
Still, yes, some people are going to be very non-confrontational, but I also think that thinking about this only in terms of confrontations makes us miss some of the bigger points.
For example, the analogy to board games makes a great point. If you and your friends pull out a game of monopoly, or a card game, who is empowered to resolve the conflicts and set the house rules you'll be using? There isn't a formal role for that, it is just assumed that the group can reach a consensus on their own. In fact, no board or card game assumes that position exists.
Players of those games could still cheat, but do they really tend to? Are there very many confrontations about the rules, at least those that require more than just pulling the rulebook and checking them again?
Very similar social situation. Very different social organization.
Yeah, I've often had very shy players. And sometimes getting them to speak up about anything is very hard.
Getting them to speak up about disagreeing with me? It would never happen. Even if it should.
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See, I find this is kind of strange.
I mean, there is value in sticking to your guns I suppose, but this is a group activity with the goal of group enjoyment.
Edit: I almost missed it, but you did say you would be willing to run a different setting. Would you be willing to run a different homebrew setting?
I mean, hypothetically, if you take a setting to the table, and every time you bring it, the group says they aren't interested, would you create a different setting? Or would you insist that if you are running the game, you have to run your setting, whether they like it or not?
I feel like this gets into this idea of the DM authority vs the Group. Where do we start seeing the DM overriding the entire group? I've never seen it happen, and most of the time I've heard about it, it is a story about a Bad DM.
Of course the problem is, as I referenced, that a lot of groups will have one or more players who are non-confrontational; that's a two-edged sword in this situation because, on one hand, they aren't going to tell the standalone player that he's being unreasonable, but they're also far, far less likely to tell the GM they think that he's wrong, not the least because of the assumed power dynamic there in the hobby as a whole.
Right, but I'm also wondering how much the unreasonable player is a bit of a red herring.
Still, yes, some people are going to be very non-confrontational, but I also think that thinking about this only in terms of confrontations makes us miss some of the bigger points.
For example, the analogy to board games makes a great point. If you and your friends pull out a game of monopoly, or a card game, who is empowered to resolve the conflicts and set the house rules you'll be using? There isn't a formal role for that, it is just assumed that the group can reach a consensus on their own. In fact, no board or card game assumes that position exists.
Players of those games could still cheat, but do they really tend to? Are there very many confrontations about the rules, at least those that require more than just pulling the rulebook and checking them again?
Very similar social situation. Very different social organization.
Well, when you have on one hand the idea that the GM defaults to being right, and the other than anything that interrupts the flow of the game is "bad", that's pretty much the expected final result.
And why I'm often suspicious of claims from GMs online that "My players have no problem with it." No, at best your players have no problem they've chosen to share with you, and there can be all kinds of reasons for that, and having no problem is only one of them.
Yeah, I've often had very shy players. And sometimes getting them to speak up about anything is very hard.
Getting them to speak up about disagreeing with me? It would never happen. Even if it should.
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Absolutely. Even if all of my players said “we want Genasi to be from the material plane,” I would not make that change to my setting. I would offer an alternative; I’m willing to work with a player to figure out what their Genasi character is doing on the material plane, if they’re willing to accept that their character will be totally alien to the people they encounter. I would be willing to run an interplanar adventure within my setting, where PCs native to other planes would be more fitting. I would be willing to run an adventure in a setting other than my homebrew one, where genasi are more common. But I am not willing to change my setting on the players’ say-so. It’s my setting, I put a lot of work into it, and you aren’t going to get me to change it because you want to play a genasi, any more than you’re going to get Timothy Brown and Troy Denning to change Dark Sun because you want to play a gnome.
See, I find this is kind of strange.
I mean, there is value in sticking to your guns I suppose, but this is a group activity with the goal of group enjoyment.
Edit: I almost missed it, but you did say you would be willing to run a different setting. Would you be willing to run a different homebrew setting?
I mean, hypothetically, if you take a setting to the table, and every time you bring it, the group says they aren't interested, would you create a different setting? Or would you insist that if you are running the game, you have to run your setting, whether they like it or not?
I feel like this gets into this idea of the DM authority vs the Group. Where do we start seeing the DM overriding the entire group? I've never seen it happen, and most of the time I've heard about it, it is a story about a Bad DM.